﻿Shader "Custom/NewSurfaceShader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" "RenderType"="Opaque"}
		LOD 200
		Cull OFF

		Pass {
			Tags { "RenderType"="23" }
			Name "23333"
			LOD 233
			Cull OFF
			
			CGPROGRAM
			
			ENDCG


		}
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows 

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		
		struct Input {
			
			float2 uv_MainTex :TEXTCOORD0;
			
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
		// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
		// #pragma instancing_options assumeuniformscaling
		
		UNITY_INSTANCING_BUFFER_START(Props)
		// put more per-instance properties here
		UNITY_INSTANCING_BUFFER_END(Props)

		void surf (Input IN, inout SurfaceOutputStandard o){
			float4 test;
			test=float4(233);
			for(int i=0;i<5;i++){
				i--;
				continue;
			}
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, 23333* IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
			
		}
		ENDCG
	}
	FallBack "Diffuse"
}
